A must-read from Blizzard

I am certainly not a fan of anyone exploiting the software and using hacks and bots. I also am not a fan of the gold spam, although that is not a big deal to me as I am comfortable using /ignore and addons to filter the spam.

I have to say I am a big fan of gold selling however. I love to buy and sell gold and I love to buy and sell accounts. I love playing on the Live Gamer servers in EQ2 and Vanguard where you can buy gold through a Sony sponsored company. I think it is a fantastic thing that I can spend some time in game working on gold farming or tradeskilling and then help pay for my monthly account by selling it. I wish more MMOs had built in ways to buy/sell gold instead of making us look to 3rd party companies that may use these hacks to get their supply.

I think that gold selling is here to stay and the companies will have to accept this. As they build time sinks into their games to get us paying them monthly fees, people will want ways to get ahead by using more money. If all MMOS had a ToS legal way to do this, I imagine it would cure alot more of the issues then not doing it. It is obvious this is the flavor of choice to this next generation of MMO gamers, as the F2P style with in-game stores selling items and gold is becoming hugely popular.

All in all the Blizz statement was a big "meh, whatever" to me.
 
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I'm a big fan of EVE's PLEX system. If people want to buy currency(for EVE it's called ISK), they can by selling PLEX and it enables those who want to use their ISK to buy time in game to do so. So the economy stays within the game system. Its a win/win situation for everyone but farming companies.
 
I have mixed feelings after reading Blizzard's post.

One of the reasons I quit MMOs was the time investment required to access content of interest. I believe technology has progressed to a point where game developers are obliged to devise a less hamfisted method of restricting content than the level "treadmill" and "grinding" for gold. A game should be fun; it shouldn't feel like work.

The issue of progression is solved handily by traditional RPGs: You can't progress the story until you defeat a certain boss or complete a certain quest. There are no other player-controlled characters in the game (with the possible exception of action RPGs with co-op gameplay like Secret of Mana); the game takes place in a static world.

A dynamic and persistent world requires more complex methods of restricting content and motivating players to continue playing. In a standard RPG, the gameplay experience and story are (ideally) the two strongest forces motivating the player to complete the game. A great development team (Atlus comes to mind) can create a story and experience that immerses the player in the game. Immersion will never achieve the same pinnacle in a MMORPG. The ceiling (for immersion) is simply set much lower. Even if no one's selling gold, there'll still be Night Elves named Chuknoris dancing on mailboxes in their underwear or raid leaders spouting acronyms and World of SpreadsheetCraft terminology in high-level instances.

One of the reasons I quit MMOs was because the "time-to-fun" ratio was, for me, much lower than other genres. I can either play ten games of Tetris on my DS or I could grind a single level in World of WarCraft. Understanding that the level is "permanent" whereas the Tetris games are temporary, stacking blocks is still more fun than watching my character's backend for 10 minutes while running from point A to B for a fetch quest.

I think Blizzard needs to review the following:
  • Wealthy people will always have advantages over the poor. It's as simple as that. It's a principle that will find its way into any human endeavor.
  • Repetition leads to boredom. Killing 30 wolves in a snow area to get 3 item drops for a quest is not fun--especially not when you're doing it for the fifth time for your fifth character.
  • People play games to have fun. If they can pay a few dollars on in-game gold to skip tedious repetition and unlock content or items in-game, then many players will--and the gold sellers will be ready.
  • Restrictions based on in-game currency encourage the buying and selling of said virtual currency. Put another way: People aren't going to grind for 8 hours to earn the gold to purchase an epic mount when they can just pay a gold seller a few bucks and skip the monotony.
When I quit WoW in 2007, I didn't intend to stay away from the MMORPG genre for the rest of my life. I'm waiting for developers to deliver an experience as fun as games like Team Fortress 2 but in a persistent world. I want combat that's interesting. I want a story that's entertaining. I want to spend more time playing and less time running. I want quests that break out of the "Kill X number of Y creature to obtain Z number of item drops" or "Escort incredibly daft NPC from point A to point B" or, worse yet, "Take item A to NPC at location B." Are my expectations high? Yes, they are. But the developer's expectations are pretty high, too, if they expect to get $15 a month from each player.

It's time for MMOs to advance. Everquest came out in 1999. World of WarCraft came out in 2004. Why are we still running the level treadmill, grinding for gold, and running fetch quests?

To be fair, I haven't played WoW in 2 years and I haven't played every MMO to come out in the last few years. I recognize that some games do better than others when it comes to improving on the MMORPG model. Guild Wars allows instant travel between points already visited. Champions Online includes Travel abilities that allow for travel much faster than running. City of Heroes included a "sidekick" system that allowed players of varying levels to play together. Dark Age of Camelot (and, based on what I've read, Warhammer Online) featured player-versus-player that played more like an actual war and less like a game of touch football with orcs and elves.

I don't want this to sound like a slam against Blizzard or World of Warcraft. There's only so much you can do to update a 5-year old game. There are good reasons why World of Warcraft has been wildly successful. But I think a lot of "core" gamers are wondering when "the Next Big Thing" in MMORPGs will come along.

In the meantime, given the limitations and inherent flaws of the WoW framework, I think Blizzard would be better served by positioning the company to benefit from virtual gold sales than suffer because of it.

In a perfect world, technology and design would motivate every player to experience every step from rolling a new character to buying an epic flying mount with lasers at level 85. But it's an imperfect virtual world and players can either live with those imperfections or go play something else.
 
I'm waiting for developers to deliver an experience as fun as games like Team Fortress 2 but in a persistent world.

I'm still waiting for a fun game. 99.9999% of fun is killed off when you play some games. It is like the companies think memorizing stats and play styles is how your supposed to have fun in this world.

TF2 is ok, only because I can defeat most players out there. In essence TF2 is fun because you can torment another poor sap who is also trying to have fun. So in effect I am just helping perpetuate valve's "fun" pyramid scheme. And even then most of the time I am forced to play a wallowing, slow soldier because my favorite classes die if a pyro sneezes in the general vicinity. If only more people played real classes so I didn't have to...

oops, went off on a tangent there.
 
I think (and it was my intention in posting it) that the main thrust of this article is that the vast majority of gold farming and selling companies acting in WoW are not just ToS violators, but are also illegal for many other reasons.

In the past year, I'd say TF members have been hacked by such agencies more than a dozen times. People who buy gold from them just increase the number of hacks. Let me put it this way: every time a gold-buyer advertises in WoW, it costs them $15-50, because that account gets banned immediately. And yet it is profitable to do so, because then they use our accounts. Or they pilfer our guild banks and sell our stuff, liquidate our characters and use the profits. It has happened to quite a number of our characters. Buying WoW gold from companies like SusanExpress simply gives them more money to hack more accounts and send more spam. If people didn't buy, the sheer cost of doing these things would shut most of these companies down.

Now, on the question of whether Blizzard should allow ToS-legal gold/money selling: I'm pretty sure Blizzard has considered this before. And they've chosen not to. If ToS-legal gold/money selling would have increased WoW's popularity, Blizzard would have implemented it. F2P games with for-pay catches may be very popular, it is true, but none of them are as popular as World of Warcraft.

Oh, and Tek7: Blizzard plans to fix a lot of that come Cataclysm. Will it be "The Next Thing for MMOs?" I don't know. We'll have to see. I have my hopes in two games: WoW:Cataclysm and TOR, but we'll just have to wait. I'm not going to put my weight and trust behind either until a month after release.
 
I thought this was from another place other than Blizzard. Seeing that it isn't, I took what they said with a grain of salt.

When I read the article I think they made some good points. Sure, buying gold from virtually unknown companies is risky. I personally would never do that and I never have. Also I agree that buying gold eventually makes everything cost more thus increasing inflation.

With that out of the way, I'd like to ask why Blizz doesn't just fix it. They could certainly make money less of a necessity to alleviate inflation, or they could slightly decrease it's power and increase the use of a "BOP" (so to speak) currency, like honor points or arena points. Though, services would still find ways to help people farm these items eventually. In the end, preventing these services (or "hacks") is futile to some extent.

Now, what I really got out of this little warning is "Don't use these services or we'll gank your account!" It really seemed that they pushed the ToS and EULA issue to me.

If you actually take time to read the ToS, you'll quickly find that it is very.. VERY strict. You cannot play WoW in any public place - no internet cafes, no computer gaming centers or "any other location-based site without the express written consent of Blizzard" (i.e. school classrooms or libraries). I'd like for them to define what is not considered a location-based site. It almost seems that you can sneeze and be in violation of the WoW TOS.

The feeling I got from this is dont use gold farmers or we'll ban you and it will be all your fault ("Furthermore, it's important to keep in mind that players are responsible for what happens with the account they play on.").

Big whoop, qq moar.
 
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If you actually take time to read the ToS, you'll quickly find that it is very.. VERY strict. You cannot play WoW in any public place - no internet cafes, no computer gaming centers or "any other location-based site without the express written consent of Blizzard" (i.e. school classrooms or libraries). I'd like for them to define what is not considered a location-based site. It almost seems that you can sneeze and be in violation of the WoW TOS.

The TOS is more to protect the company then anything. Generally TOS policies are not enforced unless you start causing issues; then it provides a handy checklist to kick you out when it becomes necessary. Most TOS policies are strict, but that doesn't mean the company cares for or even bothers enforcing all of the clauses. Essentially it provides an excuse for when the FBI or any other agency comes knocking with a fleet of lawyers in tow.
 
Actually, the whole thing about "no playing in internet cafes" is largely about the internet cafes having for-profit accounts and less about not playing in Starbucks.
 
You can't put the blame solely on the gold sellers here. How about we put the blame where it actually belongs - on people who don't patch their software, don't run some form of AV (although I personally don't!) and those who visit questionable sites to pick up these keyloggers. Perhaps the TOS should ban everyone who has had their account compromised in order to alleviate the problem as well? =/
 
You can't put the blame solely on the gold sellers here. How about we put the blame where it actually belongs - on people who don't patch their software, don't run some form of AV (although I personally don't!) and those who visit questionable sites to pick up these keyloggers. Perhaps the TOS should ban everyone who has had their account compromised in order to alleviate the problem as well? =/

AV only protects you from known threats. You can write malicious software and so long as it doesn't become widespread you wont get on the "blacklist". A virus scanner isn't a shield against stupidity (though it does help somewhat).
 
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